I know there is spell crafting planned and they guy on the job doesn't work there anymore but these little 'not in's annoy me. A lot.
1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)
Anyone agree or shall I prepare myself for rage?
1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)
There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.
1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
Sorceror: Bound Armor / Conjured Ward
Dragonknight: Spiked Armor / Obsidian Shield
Templar: Rune Focus / Sun Shield
Nightblade: Gets screwed here with only blur for defense2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
This would be the conjured ward / obsidian shield / sun shield from above.3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.
If it's conjuration you're looking for:
Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
Nightblades have conjured shades
Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)
Sorceror: Rune Prison
Dragonknight: Petrify
Nightblade: Agony
Templar: None available
While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.
Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.
Spell ward: Annulment1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
Sorceror: Bound Armor / Conjured Ward
Dragonknight: Spiked Armor / Obsidian Shield
Templar: Rune Focus / Sun Shield
Nightblade: Gets screwed here with only blur for defense2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
This would be the conjured ward / obsidian shield / sun shield from above.3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.
If it's conjuration you're looking for:
Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
Nightblades have conjured shades
Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)
Sorceror: Rune Prison
Dragonknight: Petrify
Nightblade: Agony
Templar: None available
While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.
Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.
I'm sorry but some of these are completely different to what I'm talking about. Your suggestions (don't know about Conjured Ward as I haven;t use it) aren't Wards. Wards deflect all spell damage while you have magicka, they don't reduce or negate all incoming damage for a little while.
I know you have already mentioned that your suggestions for Banish Undead/Daedra aren't actual banishes but there is another problem with it, they aren't Daedra specific. Obviously if ZOS implemented this ability there would have to be an effect to regular enemies which is mild inconveniencing and then it becomes the very bane of their existence when used on undead or Daedra.
Spell ward: Annulment1) Magic Armour. This is what made Mages survive in Skyrim. Wear robes with nice enchantments and use magic armour. (Sorcerer)
Sorceror: Bound Armor / Conjured Ward
Dragonknight: Spiked Armor / Obsidian Shield
Templar: Rune Focus / Sun Shield
Nightblade: Gets screwed here with only blur for defense2) Wards. These were supper useful. Previously spells enemies use on you were pretty much just damage so Wards seemed terrible, because you could just brute it or use healing. In ESO they could be very useful. Mages fight from a distance, Dragon Knights fight up close. If a Sorcerer and a Dragon Knight fight, the victor is decided by the range. DKs can jump to you or pull you towards them, Sorcerers can't do much to stop it. Wards could deflect the most annoying starting skill in PvP and help keep the fight fair. (Templar)
This would be the conjured ward / obsidian shield / sun shield from above.3) Necromancy. I have nothing else to say about it, just necromancy. (Sorcerer)
There's a reason we're not able to use necromancy - necromancers are the bad guys at this point in time.
If it's conjuration you're looking for:
Sorcerors have familiar/clannfear and twilight (and storm atronach, if you include ultimates)
Nightblades have conjured shades
Conjuration is a bit sparse in this game, I'll agree, and spellcrafting was supposed to remedy that. We'll see in the future if anything is done.4) Banish Undead/Daedra. These would be very useful to help keep the team protected while in a large fight. Obviously you couldn't just have it as written, it would have to either, have a long cool down (or maybe be an ultimate) or require A LOT of magicka, or stun/snare/knockdown/make flee all undead/daedra in the area. (Templar)
Sorceror: Rune Prison
Dragonknight: Petrify
Nightblade: Agony
Templar: None available
While these arent technically banish abilities, they function in a similar manner by taking an enemy out of the fight. The problem is that they require more coordination and teamwork than anyone in this game seems to possess, and most of the time control abilities are not needed because you can just kill everything instead.
Now, all that said, what's really missing is what spellcrafting was supposed to provide to the game. The fact that ZOS basically said "to hell with it, we give up on spellcrafting" doesnt help the situation any.
I'm sorry but some of these are completely different to what I'm talking about. Your suggestions (don't know about Conjured Ward as I haven;t use it) aren't Wards. Wards deflect all spell damage while you have magicka, they don't reduce or negate all incoming damage for a little while.
I know you have already mentioned that your suggestions for Banish Undead/Daedra aren't actual banishes but there is another problem with it, they aren't Daedra specific. Obviously if ZOS implemented this ability there would have to be an effect to regular enemies which is mild inconveniencing and then it becomes the very bane of their existence when used on undead or Daedra.
Anti-daedra: chance to banish on Silver Bolts, generally Fighters Guild skills